<?xml version="1.0" encoding="utf-8"?>
<CONSTANT_BUFFER xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
        xmlns ="urn:dsfx0"
        >
  <NAME>cb_Ground</NAME>
  
  <USAGE>Dynamic</USAGE>
  
  <UNIFORM>
    <NAME>u_GroundColor</NAME>
    <TYPE>float4</TYPE>
    <DEFAULT_VALUE>1 0 1 1</DEFAULT_VALUE>
    <SECONDARY_TYPE>color</SECONDARY_TYPE>
  </UNIFORM>
  
  <UNIFORM>
    <NAME>u_MirrorCoef</NAME>
    <TYPE>float</TYPE>
    <DEFAULT_VALUE>0</DEFAULT_VALUE>
  </UNIFORM>
  
  <UNIFORM>
    <NAME>u_MirrorScaleFactor</NAME>
    <TYPE>float</TYPE>
    <DEFAULT_VALUE>1.0</DEFAULT_VALUE>
  </UNIFORM>

  <UNIFORM>
    <NAME>u_MirrorSpecularReflectance</NAME>
    <TYPE>float3</TYPE>
    <DEFAULT_VALUE>0.0 0.0 0.0</DEFAULT_VALUE>
  </UNIFORM>

  <UNIFORM>
    <NAME>u_MirrorRoughness</NAME>
    <TYPE>float</TYPE>
    <DEFAULT_VALUE>1.0</DEFAULT_VALUE>
  </UNIFORM>

  <!-- Now the buffer is doubled and the type is a float4
       This is used to be able to handle mutliples shadows. 
       Each shadow uses a specific float up to 8.-->
  <UNIFORM>
    <NAME>u_ShadowsBlurDelta</NAME>
    <TYPE>float4</TYPE>
    <DEFAULT_VALUE>0 0 0 0</DEFAULT_VALUE>
  </UNIFORM>
  
  <UNIFORM>
    <NAME>u_ShadowsBlurDelta2</NAME>
    <TYPE>float4</TYPE>
    <DEFAULT_VALUE>0 0 0 0</DEFAULT_VALUE>
  </UNIFORM>

  <UNIFORM>
    <NAME>u_ShadowsIntensity</NAME>
    <TYPE>float4</TYPE>
    <DEFAULT_VALUE>1 1 1 1</DEFAULT_VALUE>
  </UNIFORM>

  <UNIFORM>
    <NAME>u_ShadowsIntensity2</NAME>
    <TYPE>float4</TYPE>
    <DEFAULT_VALUE>1 1 1 1</DEFAULT_VALUE>
  </UNIFORM>
      
  <UNIFORM>
    <NAME>u_RadiusRatio</NAME>
    <TYPE>float4</TYPE>
    <DEFAULT_VALUE>0.8 0.4 0 0</DEFAULT_VALUE>
  </UNIFORM>
  
  <UNIFORM>
    <NAME>u_GroundScaling</NAME>
    <TYPE>float2</TYPE>
    <DEFAULT_VALUE>1.0 1.0</DEFAULT_VALUE>
  </UNIFORM>
  
  <UNIFORM>
    <NAME>u_GroundRadiusRatio</NAME>
    <TYPE>float2</TYPE>
    <DEFAULT_VALUE>1.0 1.0</DEFAULT_VALUE>
  </UNIFORM>
  
  <UNIFORM>
    <NAME>u_DeltaPosition</NAME>
    <TYPE>float4</TYPE>
    <DEFAULT_VALUE>0 0 0 0</DEFAULT_VALUE>
  </UNIFORM>

  <UNIFORM>
    <NAME>u_Radius</NAME>
    <TYPE>float</TYPE>
    <DEFAULT_VALUE>0</DEFAULT_VALUE>
  </UNIFORM>

</CONSTANT_BUFFER>

